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Airikita

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Everything posted by Airikita

  1. Proper Sample Rate of tunes is usually 16535 Hz or 11025 Hz I find... somewhere around there. You should get N64 Sound Tool V1.1, and you can dump the actual instruments.
  2. Well, I don't know how you did, but it only worked for me after renaming it as "gameplay_keep.zobj", so I'm guessing UoT is coded to handle this file differently.
  3. I'm using the old UoT, and the old UoT doesn't render it. I know the new one doesn't because it relies on hierarchies, and singular object files. I don't know why 100%, though this was about the old UoT, which I shared in the community downloads.
  4. I am familiar with the round flat circles, in fact the black orb from SM64 exists in gameplay_keep.
  5. Stranger yet, the two items line up in the other UoT, using it to observe the match-up:
  6. Display list is not found in ovl_Bg_Dy_Yoseizo or ovl_En_Dy_Extra. I'm uncertain, but it seems like the Beta Blue Fairy is missing an accessory?
  7. Not true, UoT renders 1.0 files too. It's pretty universal. My guess is that the Japanese ROM has a slightly different format with the commands, and isn't recognized.
  8. This is a possibility, since the whole z-Target mechanic was based off of Starfox... also that there are similarities in compilations from OoT to Super Mario 64. EDIT: The arrangement of the spikes are just like Spiny from Super Mario 64: http://www.mariowiki.com/spiny Although I can't find a good screenshot with spiny, I intend to find it in the game, and look for it in RAM to confirm if it is indeed identical.
  9. Well I copied the 06 XX XX XX XX XX XX XX commands, and they don't show up anywhere else. I think you're thinking of the Urchin enemy. Although, I'm curious if they appear in a Mario 64 ROM...
  10. Yeah, it doesn't match up with the spike enemies because it's not all rounded. The fact that it doesn't even show up in-game is odd, but the collision is there. Reminds me of the Alpha Blue Birds and the unused alternate Crystal Switch.
  11. Digging through the ROM, and ovl_En_Trap, neither of these two objects are being used. The round circle appears to have some sort of stone-like texture, although it could have been a damage spurt effect. The bigger spikes appear to be an attachment to the original spike trap, but neither of the two items in this object is drawn by anything I've found. The offset 0x1400 is found within ovl_En_Trap, however the display lists 0x1630 and 0x1710 are not used from this object set. -- http://tcrf.net/Talk:The_Legend_of_Zelda:_Ocarina_of_Time#object_trap
  12. Oh, so is this for testing music before importing? Or is it new instruments for the game? Pardon my confusion... I wonder if this can be integrated into replacing instruments as well?
  13. Yes... and that's interesting, because the samples are well-placed and cut properly then... to sound so fluid.
  14. Drumkit samples are common, but this sample is rather lengthy... unless they used sectioned samples, and swapped them in place proper to the music. It's similar to my MIDI Keyboard, in that there's drumkit samples you can play in the background to your tones.
  15. You know, I'm so silly... I right-clicked the link, and selected "Save As..." so I got the html code. I got it now, I'm just all over the place with problems. I saw the hex code, it's 100% clear... but the rotation index, as calculated, from the animations say she has 83 limbs... which is odd when I look back... I don't know why it was doing that, but I assume it was doubling for some reason. That, or the z64 wiki has the wrong calculation, but it seems to me that Saria's rotation indexes are correct. Any idea why the rotation index is wrong on Aria?
  16. Though according to the animation index, she either has 53 or 54 limbs.. EDIT: Nevermind... she appears to have 83 (decimal) limbs... more than I expected. Her limb index, per animation, is 0x1F8 in size. Seems like she has 3 limbs per line. UPDATE: *information from her animations suggested 83 limbs previously, but some re-analysis would have done well enough.
  17. Right, but the method is not the same, correct? I'll look at the file to be sure first... Her limbs are a crazy amount. EDIT: That's just an XML file, I'm making an authentic zobj for in-game.
  18. Each 32-byte line is a set of 3 limbs (except the start line)... object limb, a main limb, and a child limb: -------------------------------------------------------------------------------------- [00 00 00 00] [44 0D C6 66] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 00] [00 00] [06 01 1A C8] [06 01 1A A8] (limb 39/40) (39 - 0xE0B8)/(40 - 0xE3A0) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [C3 DC] [00 00] [00 00 00 00] [06 01 1A E8] (limb 36) (36 - 0xCCF8) [00 00 00 00] [44 33 93 33] [00 00 00 00] [00 00 00 00] [00 00] [EE 3A] [FF E7] [00 00] [06 01 1B 28] [06 01 1B 08] (limb 30/31) (30 - 0xBD40)/(31 - 0xC178) [00 00 00 00] [44 33 8C CD] [00 00 00 00] [00 00 00 00] [00 00] [11 C6] [FF E7] [00 00] [06 01 1B 88] [06 01 1B 68] (limb 24/25) (24 - 0xB1A8)/(25 - 0xB610) [00 00 00 00] [44 B4 0C CD] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [C0 01] [00 00] [06 01 1B E8] [06 01 1B C8] (limb 13/14) (13 - 0xB918)/(14 - 0xB3B0) [00 00 00 00] [44 B4 0C CD] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [C0 01] [00 00] [06 01 1C 28] [06 01 1C 08] (limb 8/9) (8 - 0xC450)/(9 - 0xBF38) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [C0 01] [00 00] [00 00 00 00] [06 01 1C 48] (limb 38) [00 00 00 00] [C4 98 D3 33] [C2 5A CC CD] [00 00 00 00] [80 01] [80 01] [00 00] [00 00] [00 00 00 00] [06 01 1C 68] (limb 35) [00 00 00 00] [44 53 80 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [FE 4A] [00 00] [06 01 1B 48] [06 01 1C 88] (limb 28/29) (28 - 0xBAF8) [00 00 00 00] [44 53 80 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [FE 4A] [00 00] [06 01 1B A8] [06 01 1C A8] (limb 22/23) (22 - 0xAF40) [00 00 00 00] [44 8F 80 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 3A] [00 00] [00 00 00 00] [06 01 1C C8] (limb 12) [00 00 00 00] [44 8F 80 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 3A] [00 00] [00 00 00 00] [06 01 1C E8] (limb 7) [00 00 00 00] [44 56 80 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 00] [00 00] [00 00 00 00] [06 01 1D 28] (limb 34) [06 00 D5 10] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 00] [00 00] [06 01 1D C8] [00 00 00 00] (limb 33) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [bF 7C] [00 00] [00 00 00 00] [06 01 1D 48] (limb 27) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [bF 7D] [00 00] [00 00 00 00] [06 01 1D 68] (limb 21) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [bF E0] [00 00] [00 00 00 00] [06 01 1D 88] (limb 11) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [bF E0] [00 00] [00 00 00 00] [06 01 1D A8] (limb 6) [00 00 00 00] [44 55 19 9A] [42 5A 00 00] [44 16 C6 67] [F8 43] [00 00] [C0 01] [00 00] [00 00 00 00] [06 01 1E 28] (limb 20) [00 00 00 00] [C3 85 00 00] [C4 05 AC CD] [40 A9 99 9A] [1F FF] [3F FF] [1F FF] [00 00] [00 00 00 00] [06 01 1E 68] (limb 5) [00 00 00 00] [44 55 19 9A] [42 5A 00 00] [C4 16 C6 67] [07 BD] [00 00] [C0 01] [00 00] [06 01 1E 88] [06 01 1E 08] (limb 19/26) [00 00 00 00] [43 85 00 00] [C4 05 AC CD] [40 A9 99 9A] [00 00] [3F FF] [00 00] [00 00] [06 01 1E A8] [06 01 1E 48] (limb 4/10) [06 00 C8 C0] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [00 00] [00 00] [06 01 1E C8] [00 00 00 00] (limb 18) [00 00 00 00] [44 A5 13 33] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [3F FF] [00 00] [06 01 1F 08] [06 01 1D E8] (limb 17/32) (17 - 0xC620)/(32 - 0xCED0) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [00 00] [3F FF] [00 00] [00 00 00 00] [06 01 1F 28] (limb 16) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [3F FF] [00 00] [00 00] [06 01 1E E8] [06 01 1F 48] (limb 3/15) [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00 00 00] [00 00] [3F FF] [00 00] [00 00] [06 01 1F 68] [06 01 1D 08] (limb 2/37) [00 00 00 00] [00 00 00 00] [45 57 B1 9A] [42 22 00 00] [00 00] [00 00] [00 00] [00 00] [00 00 00 00] [06 01 1F 88] (limb 1) 06011FA8 - Limb 0 ---------------------------- Limb count: 40 Format: SSSSSSSS xxxxxxxx yyyyyyyy zzzzzzzz aaaa bbbb cccc ???? DDDDDDDD FFFFFFFF S = Object limb x = X position y = Y position z = Z position (rotations are not determined, as her limbs don't seem to line up properly) a = X rotation b = Y rotation c = Z rotation D = current/main limb being called by parent F = next child limb ----------------------------------------------------------- Credit to Twili for the correct information, as her animation data is apparently irrelevant to her actual limb count (the irony).
  19. Not sure... the offsets are listed, but no object is displayed, and no textures show up in he panel... I'm guessing it's a bug, but there's no crash.
  20. Hey all, I'm having a bit of a dilemma, as I am trying to observe the models in a gameplay keep files from this Japanese ROM (a Rev B of all things too), and none of the items show up in UoT. Everything is hidden. I have uploaded the file to MediaFire for anyone else to attempt to view it: http://www.mediafire.com/download/glm78dvwzdzl30y/00F03000-00F5ECE0.zobj I believe a better model viewer is needed Me and JSA managed to find differences within the textures: As far as model-viewing, UoT isn't viewing this format.
  21. Seems like the Alpha stone cube copy actor renders incorrectly... it never renders the full cube, so it could be why it was discarded.
  22. Testing rendering the corrupt blob (object_bxa): EDIT: Appears to be used in the tentacles in Jabu Jabu.
  23. Another speed-up trick: ------------------------------ 800FDE40, this JAL 80106860 comes after ADDIU A1, R0, 0x00AB - If you remove the JAL at this address to 00000000 (it's easy to find in ROM too) then it will prevent the Debug ROM from writing AB to empty slots in RAM. This process does add a little slow-down if left be. ------------------------------ Shaders are listed starting at 0xB9D420, using the indexes from the lists here: http://wiki.spinout182.com/w/Shop_Documentation Each shader will end with DF000000 00000000, usually 0x30 in length. ------------------------------- 8009096C shader index loaded here 800694E4 060004B0 aaaaaaaa bbbbbbbb a = RAM pointer to shader (Or the shader code) b = gi model offset 80224728 80000498 - exception thrown 803DB078 - Player code checks for error/exception when gi item is loaded? (change to 1000XXXX to bypass console exception) Exception/error: 0C0007FC - JAL 0x80001FF0 - When exception is thrown
  24. I would like to add my findings on ovl_en_Scene_Change. It seems to place a display list command over a current object: 0xDB F3DEX2_MOVEWORD It seems to be part of animation effects, or graphics allocating. It's altering some general object... might have been Jabu-Jabu, as that was the object it attached to... however it was in a general area, part of the scene itself. It crashes Lake Hylia in my other test. It basically writes DB 06 00 30 XX XX XX XX to a spot (around 8016XXXX in the Japanese ROM I was testing it with), and doesn't do much of anything else. When I looked to the address the command was referencing, it was pretty much full of some hex, which removal of which didn't do any damage other than halt the ovl_en_Scene_Change actor from operating. It appears to just... change something within the current scene (no pun intended). I'm sure it could have been for scene animations, such as water, or how Navi's 2D orb faces the screen. May have been part of a transition, but it does pretty much nothing of use. ----------------------------------------------------------------------------------- Also, on another note... I re-tested the Alpha Stone Cube Copy. Turns out it CAN MOVE like a Push Block, however there is nothing to interact with it, and it contains no code for anything to interact with it. Only hacking it makes it move. Also, it only moves in 2 directions, and not the expected 4. Then again, this was testing it on the Japanese ROM I obtained.
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